Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. Also see [EditorScript] to add functions to the editor.
Add a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [code]queue_free()[/code].
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [code]queue_free()[/code].
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [code]queue_free()[/code].
Add a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency.
This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object.
</description>
</method>
<methodname="clear"qualifiers="virtual">
<returntype="void">
</return>
<description>
Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene.
This is used for plugins that create gizmos used by the spatial editor. Just check that the node passed in the "for_spatial" argument matches your plugin.
</description>
</method>
<methodname="edit"qualifiers="virtual">
<returntype="void">
</return>
<argumentindex="0"name="object"type="Object">
</argument>
<description>
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
This method is called when there is an input event in the 2D viewport, e.g. the user clicks with the mouse in the 2D space (canvas GUI). Keep in mind that for this method to be called you have to first declare the virtual method [method handles] so the editor knows that you want to work with the workspace:
[codeblock]
func handles(object):
return true
[/codeblock]
Also note that the edited scene must have a root node.
This method is called when there is an input event in the 3D viewport, e.g. the user clicks with the mouse in the 3D space (spatial GUI). Keep in mind that for this method to be called you have to first declare the virtual method [method handles] so the editor knows that you want to work with the workspace:
[codeblock]
func handles(object):
return true
[/codeblock]
Also note that the edited scene must have a root node.
This is for editors that edit script based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25
Get the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns).
</description>
</method>
<methodname="get_undo_redo">
<returntype="UndoRedo">
</return>
<description>
Get the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it.
Get the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock).
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions [method EditorPlugin.edit] and [method EditorPlugin.make_visible] called when the editor requests them. If you have declared the methods [method forward_canvas_gui_input] and [method forward_spatial_gui_input] these will be called too.
Use this method if you always want to receive inputs from 3D view screen inside [method forward_spatial_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene.
</description>
</method>
<methodname="set_state"qualifiers="virtual">
<returntype="void">
</return>
<argumentindex="0"name="state"type="Dictionary">
</argument>
<description>
Restore the state saved by [method EditorPlugin.get_state].